EDF item effects and inventory/Weapons-branch
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Define what happens when an item is picked up and used (and eventually, dropped from the inventory - this is not complete yet).
There are many different types of item effect definitions:
- Back to EDF item effects and inventory
artifact
An artifact is an item which, when collected, goes into the player's inventory.
artifact <name> { amount <int> // amount gained with one pickup maxamount <int> // max amount that can be carried in inventory interhubamount <int> // max amount carryable between levels in different hubs; // -1 if this field should not apply at all sortorder <int> // key used for sorting the player's inventory icon <str> // name of icon graphic for invbar usesound <str> // sound made when item is used useeffect <str> // name of item effect to use for activation useaction <action function> // codepointer and arguments called e.g. A_GauntletAttack(1) [+-]undroppable // if +, cannot be dropped from inventory [+-]invbar // if +, appears in invbar; otherwise, invisible [+-]keepdepleted // if +, will remain in inventory with amount of zero [+-]fullamountonly // if +, cannot pickup unless full amount is needed [+-]noshareware // if +, non-shareware // artifacttype determines what sort of artifact this is. artifacttype <str> // "Normal", "Ammo", "Key", "Puzzle", "Power", "Weapon", // or "Quest" // The following fields apply only to certain artifact types. They have no // effect if specified on other types. // Ammo ammo.backpackamount <int> // amount of this ammo type given by a Backpack ammo.backpackmaxamount <int> // max amount after collecting a Backpack }
healtheffect
A health effect gives the player health in one of many possible ways.
healtheffect <name> { amount <int> // amount of health to give maxamount <int> // max amount this item can health to; if player has greater // health, the item cannot be picked up at all. lowmessage <str> // alternate message to give instead of pickupfx message when // health is < amount; if starts with $, is a BEX mnemonic. [+-]alwayspickup // if +, item is picked up even when unneeded (ie Health Bonus) [+-]sethealth // if +, item SETS health rather than adding to it (ie Megasphere) }
armoreffect
An armor effect defines the properties of player armor
armoreffect <name> { saveamount <int> // amount of armor given savefactor <int> // numerator of fraction determining save percentage savedivisor <int> // denominator of fraction determining save percentage maxsaveamount <int> // max amount his item can give; if player has greater // armor, the item cannot be picked up at all [+-]alwayspickup // item is picked up even when unneeded (e.g. Armor Bonus) [+-]additive // if +, adds to the current amount of armor [+-]setabsorption // if +, sets absorption values (savefactor & savedivisor) }
ammoeffect
Ammo givers give an Ammo type artifact to the player.
ammoeffect <name> { ammo <str> // Name of an Ammo-type artifact definition amount <int> // Amount to give for an ordinary pickup dropamount <int> // Amount to give if dropped by an enemy [+-]ignoreskill // if +, does not double on skills that give double ammo }
powereffect
Power givers give a power to the player.
powereffect <name> { duration <int> // Length of time to last in tics type <str> // Name of power to give [+-]additivetime // if +, adds to current duration [+-]permanent // if +, lasts forever [+-]overridesself // if +, getting the power again while still under its influence is allowed }
weapongiver
Weapon givers give a Weapon type artifact to the player, and optionally any number of Ammo artifact types.
weapongiver <name> { weapon <str> // Name of a weaponinfo to give to the player // Note that you can specify as many ammogiven properties as you want in a single weapongiver ammogiven <ammo>, <amount> [, <dropammount> [, <dmammount> [, <coopweaponsstay>]]] // Ammo type artifact given, and the amounts // given based on how it was picked up. If the // last three are left blank, only "amount" is used. }